Release Notes
Current release branch: ueVite26-JulyMajor-release. Staging work lands in
ueVite26-JulyStaging before promotion. Feature branches such as
ueVite26-HairWorks and ueVite26-JulyRtSettings are merged when stable.
This page tracks what is in the current major release, what is actively in progress, and what is planned. Feature lists are cumulative — everything under "Shipped" is present in the current release branch.
Branch layout
| Branch | Purpose |
|---|---|
ueVite26-JulyMajor-release |
Current major release. This is what you should build against. |
ueVite26-JulyStaging |
Integration branch. Backports and features land here first. |
ueVite26-JuneMajorRelease |
Previous major release, kept for projects mid-milestone. |
| Feature branches | Work in progress on a single system, merged when stable. |
Work-in-progress changes belong on a branch, not on release. See Commit and PR Conventions.
Shipped
Physics
- Vite PhysX 3.4 as the shipping physics backend.
- Library upgrade for compatibility with newer Clang versions and the latest Android NDK Clang, producing a meaningful performance increase — up to 2x in stress tests, typically around 1.4x faster in the Box Container Pile 10 test.
- PhysX Blast working alongside Apex Destruction.
- PhysX Fixed Timestep as an opt-in feature, fully guarded for zero overhead on the regular path.
Rendering
- Callisto BRDF shading model: single- and dual-lobe GGX specular with specular Fresnel falloff.
- Toon shading model, inspired by Guilty Gear.
- HBAO+ ambient occlusion.
- Compute-based SMAA.
- Improved FXAA with a higher image quality option.
- Updated TAA for better temporal resolve.
- DLSS 4.5, FSR 2, FSR 4, XeSS, NIS and AMD Anti-Lag 2 ported and integrated.
- Engine-side DLSS rendering support improvements.
- Improved DDGI, including performance work on RT reflections.
- SSAO fast path and a significantly cheaper SSAO.
- TressFX hair integration.
- Localized IBL.
- Improved ACES colour reproduction.
- Rendering optimisations across RHI, RT direct lighting, RT shadows, geometry collections, drawing, eye adaptation and shadow/light draw distance, plus AMD optimisations targeted at consoles.
- Software occlusion, which was removed after 4.27 upstream.
- Nintendo Switch specialised renderer base, which UE 5.0+ removed.
CPU and core
- CPU optimisations for containers, friends usage, hash maps, NavMesh, volumetric clouds, the game thread, the task graph, SIMD, animation systems, texture handling, streaming and audio systems.
- Optimised runtimes for skeletal meshes and actors.
- Updated classes for easier backporting of UE5 codebases (game framework and containers).
- Gameplay Ability System updates.
- Oodle updates.
- Modernised console systems.
Build, tooling and content
- Full merge of UE 4.27 Plus, NvRTX 4.27, NvRTX 5.0, DLSS, TressFX, FSR and AMD patches.
- Over 300 backports from UE 5.0 through the 5.8 era.
- MSVC toolchain compliance up to 14.50 & SDK 10.0.26100 (Visual Studio 2026).
- Shader compilation improvements.
- Debloated runtime PSOs in Shipping configuration.
- Editor loading improvements and editor quality-of-life backports.
- Project default plugin debloat.
- Batch tooling to produce installed engine builds and debloat the tree.
- Bundled plugins: FSR, Motion Symphony, Houdini, ACL, Kawaii Physics, PhysX Instanced Subsystem, Splash Damage Ability System, ImGui and ImGui Tools, and others. See Bundled Plugins.
- ImGui integration with benchmarking tools.
- Large volume of toolchain updates, C++ modernisation, faster cooking, engine fixes, resolved memory leaks and stall fixes.
- Mobile improvements and fixes.
In progress
- Flat UI redesign, closer to UE5's visual language.
- Integration of Multi-Threaded FLECS ECS library with Unreal Actors interaction.
- Full C++20 support.
- Further UE5 backport integration — roughly 1,000 backports pending promotion to release.
- Rendering features: improved mesh handling, GI, shading models, ambient occlusion and specular aliasing handling.
- Further ACES upgrades, colour space, HDR handling and tonemappers.
- Large level optimisations.
- Further shader compilation improvements.
- CACAO ambient occlusion.
- PhysX Flex and Flow: GPU-accelerated particles across vendors, with AMD compute and NVIDIA CUDA paths.
- Tessellated water for ocean rendering, integrated into the RT scene for reflections.
- Improved performance for RTAO and RT shadows.
- Engine-level multi-threaded tick aggregation for improved instruction coherency.
- Core C++ library upgrades and a core engine math upgrade.
- Larger ray tracing rendering changes.
Planned
- AMD Single Pass Downsampler.
- Improved SSGI.
- Bespoke Level Editor
Tracking
| Resource | Link |
|---|---|
| Work plan | Trello board |
| Backport tracker | GitHub project |
| Sample projects | ViteStudio-Tech |